Quinjeth wrote:
Right, to the point, What is the Hit cap for fury warriors? I've Heard different things off different players,(E.G. Some player told me the Hit Cap was 400, then i was told 360, then 200!) What is the actual hit cap? My hit rating is at 360.. i think, and my hit chance is at 10.88% with presision. I need to know what the cap is then i can get rid of some of my HR enchants for AP.
The hit cap for fury is a soft cap, intended to ensure special attacks don't miss. That's 8% against a boss level mob @ 32.77 hit rating per percentage point. You can push it past that, but all it will be doing is adding to the likelihood your auto attacks land (more on this later)
Doing the arithmetic, 8*32.77 = 262.16 .. .this is of course without precision. If you take the 3% of precision into account, you only need hit rating to satisfy 5% .. and that's 5*32.77 = 163.85.
NOW ... it's pretty strange that you should post this now, because I actually came here to post some thoughts I was having regarding the +hit required after that 8%.
Some players claim that it's enough to simply cap hit at 8%, others claim you must push hit past that, sometimes as far as 300 or 400 (I've even seen 500) in order to ensure sufficient rage generation to prevent yourself from being rage starved and suffering in the DPS department as a result.
I'd been thinking about this for a while, trying to play the reasoning out in my head. The way I've always seen it, is that once you ensure that your main damage dealers hit, every point of hit is less beneficial that a point in pretty much any other stat. For example : if every strike you make hits harder and generates more rage, surely that's better than eliminating a possibility that the strike may not hit. It just seems logical to me.
So I decided to look at a few numbers, they're simple numbers, and they're a direct comparison to fury's sibling - arms.
I figured on this - once you get 8% hit as arms, EVERY SINGLE POINT of hit after that is a total waste .. completely, because 8% +hit as arms means that you're hit capped for ALL attacks, you'll never miss. So, 8% in arms will provide you with optimal rage generation ... Yes ?? Well, at least, that's the way I see it.
Now, let's look at what happens if we leave a fury warrior with only 8% hit. He (unlike his arms brother) will miss 19% of his white attacks after loading up +hit to 8%. My logic is that if we compare straightforward white dps from an arms warrior, hitting with every strike against a fury warrior missing nearly 20% of the time, with a second weapon doing only 62.5% of the damage, which setup produces more white dps, and therefore more rage.
The numbers are:
*opens the sealed, unmarked envelope* Assuming a 170 DPS 2 handed weapon, and 3000 ap. (fury warrior will have 2 of these)
Arms will produce
170 dps + (3000/14) dps =
384 white dps
Fury will produce:
MH : (170 dps + (3000/14) dps) * hitting 81% of the time =
311 white dps
OH : (170 dps + (3000/14) dps) * 0.625 * hitting 81% of the time =
195 white dps
Total white DPS =
505 Dps
This differential gets larger and larger as you add more and more AP (a neat little discovery I made while fiddling with the AP numbers in the spreadsheet, which fully supported my gut feeling)
So, these numbers indicate that with the equivalent levels of +hit,(and that level if the absolute minimum level you should be at) you do more damage, and therefore generate more rage as Fury than you do as Arms .. [b]With only +8% hit[b].
Granted, Arms warriors generally have Endless rage, which produces 25% more rage ... but that nowhere near makes up for the differential .. Actually, if you take AP based DPS out of the equation entirely, the extra 25% rage puts the 2 almost exactly on par ... but as soon as you start adding AP, the gap immediately starts growing, and doesn't stop.
Now I fully understand that what I'm showing here is DPS numbers and not real rage generated, but rage is generated by dealing white damage, that's the only variable here .. all other factors in the rage generation formula are constants, which means ... if you generate more damage - you generate more rage.
So, in conclusion, if arms can make do with the rgae generation they put out, and fury, with a bare minimum of +hit can pump out more rage generation, and exponentially more as AP is increased ... why are people so hung up on piling on the +hit gear in order to prevent themselves being rage starved.
ps. As Fury, you'll be in zerker stance, which means if ever you take damage, you'll generate 10% more rage that your brother in arms (hehe, see what I did there) ...
Peace folks, and if I have a glaring error in my reasoning, feel free to point it out.
Edited, Jan 22nd 2009 5:08pm by robertlofthouse